So I have been busy adding new features and playing around with voxels, in the aftermath since my Ludum Dare game, when I initially created the voxel engine for my entry.
(My Ludum Dare 23 Entry)

I have just added support for dynamically loading and unloading chunks and also a simple fog renderer so that load popping in the distance is somewhat hidden from the player. Started using noise functionality to generate a nice flowing landscape but I need to play around with noise a bit more and get used to terrain generation before I make anything look good. (Mountains & caves! :P)

I am thinking of doing a series on creating a voxel engine and maybe posting a step by step guide/tutorial about voxel techniques to the LD site so that others might be interested in also playing around with voxels and cube worlds. :)

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3 Responses to “Progress on my voxel engine (Post Ludum Dare)…”

  1. caranha says:

    I hope you go ahead with your tutorial idea!

  2. Keirua says:

    I’m also definitely interested as well, and I’m sure we are not the only two ! Please go for it !

  3. recursor says:

    Yeah that sounds good to me

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